Votes
1
Product:
iClone 8
Version:
8.52
Status:
Active
Issue 11806
Head rotation expression over correction when there is a Look At target involved.
When altering the head turns in the expression clip while the character has an active Look At, there is an over correction. Such has the head is raised noticeably higher when exported into other software, than what it appears to be in iClone.

Quick Steps to Replicate:

1. Create a new project
2. Place your human character in the scene
3. Place a target in front of the character's head, and set the character's Look At to that object (to do it the exact way I did it, place the target Look At object around half your character's height in front of their head. You don't need to do it exactly this way, but just to narrow any additional questions that might be asked about this). I personally set the Body weight of the Look At to 0, and left the Head weight at the default 70.
4. In the expression clip, set the head_look_up to, say, 100 on frame 60 (doesn't have to be frame 60, but just so there's an animation there).
5. Highlight the Collect Clip range from frame 0 to 60.
6. Right click the Collect Clip range and click Send Motion To Character Creator.
7. See the result, it'll be apparent that the head is rotating noticeably higher in Character Creator than it was appearing in iClone.

This is also apparent after exporting the animation from iClone to Unity. It doesn't just occur when clicking the "Send Motion To Character Creator," that's just the quickest way to replicate the bug.


Edit: "Enhance CC Characters with Head-Turn Morphs" must be turned OFF, to see the effect. Thus, vice versa, turning this option ON will serve as a TEMP fix for the issue.
OS: Windows 11
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Submitted bySimoneo Feb 12, 2025
1
COMMENTS (1)
Simoneo Feb 12, 2025
Edited: "Enhance CC Characters with Head-Turn Morphs" must be turned OFF, to see the effect. Thus, vice versa, turning this option ON will serve as a TEMP fix for the issue.
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